If this is your first visit, be sure to
check out the FAQ by clicking the
link above. You will have to register
before you can post: click the register link above to proceed. To start viewing messages,
select the forum that you want to visit from the selection below.

Thunder Affinity
Anselm Gudbrand: No Support (25/25)
Rakken: No Support (21/25)
Lillian: No Support (17/25)
Jalnir Leron: No Support (22/25)
Aran Rither: No Support (14/25)
Kain Mordred: No Support (16/25)

Wind Affinity
Anselm Gudbrand: No Support (21/25)
Nathaniel: No Support (17/25)
Rakken: No Support (19/25)
Jalnir Leron: No Support (16/25)
Aran Rither: No Support (19/25)
Kain Mordred: No Support (23/25)

Age: 15-17
Height: 5' 5"
Relatives: Karl Darthing - Older Brother; Elicia Darthing - Oldest Sister; "Mel" Darthing - Older Sister.
Affiliation: Taymeer; King Caspian; Roan Caspian
Biography: Katleia was born in rural Hebron as the youngest in a rather large family. When her siblings all went to war, Katleia saw them change. Unable to understand them, she felt the only way she could make sense of their emotions was to experience the rigors of war herself. Though her sisters told her not to, the absence of her brother pushed her. Through some amount of begging and equivocation, Katleia convinced her sister Elicia to teach her how to use a bow. When Roan came to their home looking to ask Elicia to join their cause, he found Katleia practicing instead and she became part of his entourage.

Wind Affinity
Roan Caspian: No Support (6/25)
Francis DuMorne: No Support (20/25)
Gerard DuMorne: No Support (11/25)
Katleia Darthing: No Support (20/25)
Yuan: No Support (8/25)
Byron: No Support (1/25)

Water Affinity
Roan Caspian: No Support (23/25)
Francis DuMorne: No Support (14/25)
Gerard DuMorne: No Support (21/25)
Katleia Darthing: No Support (16/25)
Greg: No Support (8/25)
Byron: No Support (2/25)

Thunder Affinity
Roan Caspian: No Support (13/25)
Francis DuMorne: No Support (2/25)
Gerard DuMorne: No Support (10/25)
Katleia Darthing: No Support (3/25)
Greg: No Support (1/25)
Yuan: No Support (2/25)

Those without stat-blocks are currently playing, character name is listed as is post of interest date, final date is last time of activity on the forum:
Kuma Da : Francis DuMorne, 3-10-2009
Shades of Grey: Gerard DuMorne, 3-10-2009 (dropping?)
Noble Savant: Anselm, 3-10-2009
Sidhe Blood, 3-10-2009
Istari: Nathaniel, 3-10-2009
Geno9999: Rakken, 3-10-2009
ZeroNumerous: Bernard, 3-10-2009, Began play, then dropped

Midir is a strange individual. He was trained by a reclusive hermit, and his constant exposure to black magic has left him withered and corpse-like, with pale, cold skin, sunken eyes, and a sickly thin figure. He wears black robes that conceal most of his features, as well as a face-mask that covers all but his eyes. He wears black, fingerless gloves.

While not evil, Midir is used to being shunned, and has come to expect it. His power is great, however, and he has learned to market his services, usually to the unscrupulous. He has an odd habit of whispering in others' ears, even when inappropriate and unnecessary.

He does not get along with monks or priests. He appreciates the skills of thieves and assassins. He makes a special effort to befriend and win the favor of knights, as he knows they are the often the only ones that stand between him and cold, steely death.

Hair: White(though he isn't old. I figure since we have people with pink and purple hair, it wouldn't matter)
Clothes: Primary black, secondary gold.
Class: Wyvern Rider
Affinity-Heaven(see roleplaying)
Movement: 6
Weight: 15
Capacity: 15
Special: Mounted, Flying.
{table] Stat|Initial|Growth
HP|21|75%
Str|7|50%
Mag|0|10%
Skl|4|40%
Spd|4|30%
Luck|5|25%
Def|9|50%
Res|2|30%[/table]
Roleplay-While he is a pragmatist, he is also an Officer and a Gentlemen. He despises war, but knows it is often inevitable, and tries to end it quickly. He sees no reason why the two sides can't be civilized, and is fond of literature and the violin.

Backstory: Born into a somewhat- rich merchant family, he immediately took to mathematics, astounding all who met with his abilities. He leaved an idyllic lifestyle. Which went completely to hell when his home was raided by bandits. His parent where both killed before his eyes while was hiding in a suit of armor. This left him scarred and with the view that emotions could only bring him pain. At this time, he was age 10.

He became cool, calculating and on the street in a single fell swoop. The armor was his only remaining possession. This armor however was complete. It was going to be sold off again to be painted, currently it was a pale white color because of an experimental mixture of the metals. This experimental mixture was a success however, his armor was very strong. (9 base defense!)

Starving on the streets, only one showed him kindness. This person was one of his former teachers, taking him in because of his mathematical ability. But as he regained his strength, Geph was more interested in revenge. Luckily, the husband of said teacher was a former war hero, extremely skilled in an aggressive style of axe combat. Though he learned much from this teacher, he never truly adopted the aggressive combat style sticking to his calculated and versatile approach to combat.

After his training was complete, Paxiel, in his pale armor, began wandering the land searching for the bandits who killed his parents.

A quiet girl of barely eighteen years of age, Jeanette
has long been something of an enigma. The slender, raven
haired girl unexpectedly showed up at a local garrison one day,
stating simply that her old life was behind her and that
she wished to join the regiment of pegasus knights.
Jeanette has proven to be an effective, disciplined
soldier, but as of yet, none of her companions know
anything of her background or why she would join the
army; while always cordial, she has steadily rebuffed
any attempts to glean personal information from her.

In terms of personality, he's just a guy who heals people. He has had this skill since he was young, and so he heals those who get hurt. After all, why have something that can help people, and not use it, eh?

Karsh is a 20 year-old apprentice of Wind Magic hailing from Ortham. He has been traveling around the continent researching rumors of a legendary Wind magic tome. Usually somewhat softspoken, Karsh believes in the pursuit of knowledge and understanding for the betterment of the world. He will not hesitate, however, to use his magical abilities against those that would harm the world.

As for personality, Daking is usually calm and contemplative, though he sometimes has moments of mild issues. Daking is a very unlucky person. He chose to be a Mounted Knight, not a normal knight for the Resistance bonus, and the horse for running away if needed (he is sometimes a coward).

Personality: Melusine tends to act in a reserved and polite (almost to the extent of seeming cold and distant) manner to those around her. She feels guilty and deeply insecure about her actions in the past, and this can cause her to hesitate on decisions while she wrestles with their morality. Once she decides that something is right, however, she throws herself into it full force.

Affinity Justification(Dark): Mel's worldview has been tainted somewhat by her past.She will often catch herself looking at things (and people) cynically and selfishly, and despite her best effort to the contrary cannot seem to overcome her old habits.
(However, I don't really mind going random if you'd prefer that. :) )

Elicia is one of Katleia's older sisters that formerly was in the army. When she was young, she used to be a fun-loving girl, almost to the point of being careless. During a battle with bandits most of her friends that she made in the army died. Feeling responsible for their deaths, she left the service and went home, closing herself up, wishing not to get involved in more fighting. With the passing away of their parents and disappearance of their older brother, Elicia became the 'responsible' family member, and threw herself at the task of looking after her siblings. Elicia wanted a peaceful life, and hoped that Katleia wouldn't follow her footsteps and join the army. Despite her misgivings, Katleia's insistence resulted in Elicia teaching Katleia how to use a bow, when they were younger. As she has grown to adulthood her warmer personality is showing through, as well as a strong desire to protect her little sisters from harm.

Hulgarth is a former bandit leader, and captain of a fleet of ships. He sails mostly by himself, now. He has kind of a contempt for the world, he is anti-social and ruthless. He sees people as scum, and doesn't consider himself a 'Pirate.'
Fire Affinity- Hot temper, berserker rages, hatred for the world, and eats everything in his path.

Phonus never knew his father, Herbert. He was a bandit who was killed in battle by a noble's personal army of survivers, idealists and rogues. The noble was just passing through, but Herbert was empathetic to his cause. As he came to offer his axe to the cause, the noble cut him down. Phonus never forgave the upperclass for this injustice. Phonus's mother was left destistute, and was reduced to begging. Dephonus, his mother, and his older brother, Randal, managed to live on scraps for almost a decade, but then the boys' mother feel ill, and the only way that they could afford to hire a physician was by thievery. Soon, pocket picking wasn't enough, so Randal joined a crew of pirates and sent his shares of the loot back home. With no one to occupy him, Phonus resolved that if anything should ever happen to Randal, he would have to have a back up plan for supporting his mother's treatment. He took to burglery, breaking into houses and making off with the valuables. However, he soon realized that he was putting people on the streets with his actions, he vowed to only steal from those who could afford it; merchants and mayors and those who themselves stole. Phonus learned through expiriance that this was easiest when a battle was going on, and everyone was to busy worrying for their lives to take note of their things. He later took up a black cloak and skeleton mask to mimic death. No one questioned the presence of the physical incarnation of death on a battlefield, and noone dared bother it. Thus, death, the thing that had taken the most from Phonus became his greatest guardian. Ultimately, Phonus cross paths with the party who sees through his guise, and he joins rather than risk being identified as an enemy. He stays with the party because he realizes that conflict follows them, and it's good buisness. He hopes that this will let him finally get enough gold to pay for a cure for his mother.

Corrigan is 32 years old. He was an archer in the military, but his general laziness and carefree attitude got him kicked out by his commanding officer. His family is somewhat wealthy, and so he has lived his ten years of life since the military dozing on hay stacks and shooting trees for practice. His hair is white and long and he lets it fall over his left eye. His armour is black - not only because he thinks it makes him look positively stunning, but because it helps him soak up the rays when he's dozing about. He'll call the Lord "Bossman", and as long as he gets to shoot moving targets, he's alert and competent. It was the incessant practicing without real battles that had him quit the military in the first place.

He's quite flirty and thinks of himself as the most handsome man for miles around (which is an exaggeration, but maybe not much of one).

Entry line (on a level with wyvern riders): Hey, you on the flying lizard... yeah, you. Get outta my sunshine, damnit. I'm trying to sleep. Huh, I guess he can't hear me. Maybe he'd hear better with an arrow in his gut?

Background: Born and raised on the plains, Pierce took up the trade of mercenary to learn to fight. He makes a living protecting small isolated villages from bandits.
Personality: Somewhat cold, but heroic at heart. Pierce strives for freedom, and to keep his karma pure.

Appearance: A lithe, slender man of medium height, and pale skin. His soft, almost feminine face is marred by an ugly scar on the ride side of his face, just missing his olive green eyes. He has short, neat blonde hair, and always seems to have a cynical smirk on his scarred face. He wears a light blue and white robe.
Personality: Once a man of deep faith, years of violence and death have seen that faith twisted into an enduring cynicism about the world. He can be intensely pessimistic, and always seems to have a disparaging comment about his allies. Beneath all the pessimism and cynicism, however, lies a fiercely loyal man. One who desperately wants to do something good with his life.
History: He lived with his parents on a farm until he was five years old, when they died in a fire. Saved from having to live in an orphanage by the kindness of a traveling monk, he was taken to live in secluded monastery. He was a wild youth, who resisted the teaching efforts of the monks, until one monk had the idea to show him magic. Entranced by the monk’s holy magic, he became more studious, paying more attention to his studies in exchange for being taught the mysteries of Light magic.

He studied at the monastery until he was twenty, when he was sent on an errand to a nearby town. When he returned, he found the monastery in flames, the monks slaughtered. While he was gone, a group of bandits had attacked the monastery in search of valuable artifacts. He came across the bandits looting the monastery when he returned. Enraged, he attacked the bandit’s leader, who retaliated, cutting open Adrian's face. He would have died there, but a mercenary company contracted to kill the bandits chose that moment to attack, driving them off.

The mercenary group treated his wounds and offered him a choice: ride back to the town with the rest of the wounded, or hunt down the bandits responsible for destroying his life. He chose to accompany the mercenary group, and used his magic to help kill every last bandit. When the mercenaries left to return to their base, he went with them, and joined their company. He proved himself a valuable asset to the mercenaries over the years, with his powerful Light magic, and he even befriended a few of them. Eventually, he left when tough times forced them to resort to banditry themselves. He now spends his time floating from one mercenary company to the next, fighting and killing for money, but never forming any bonds with his comrades, usually leaving after only a few jobs.

Geras is one of the most unlucky people possible. If there's a chance for him to trip over a stick, he will probably do so, and end up on the ground, lying in dung. Mostly because of this, he's developed in other areas to avoid dying from a bad luck attack. He has a sarcastic, realistic attitude. If faced with something really dire, he's generally optimistic, though. He lives in a small village in the forest, and periodically goes wandering for days on end. He generally comes back with some new cut or bruise.
Geras does not believe in god, he's rather scientific. He doesn't doubt the possibility of a god, though. Especially in this world, a god is not that out there of a concept.

Corvin is a rather solitary individual, and tends to be short spoken when he does speak. Often times, he finds himself in situations where he deems that people require his skilled help, be it in combat or otherwise. Despite his rogue-ish ways, he always strives to do the right thing, even if it is in his own way. This gives him a reputation for being somewhat mean, but also diametrically nice. He carries a sundered sword with him at all times.

Short Bio: Theodore is an odd case, as no-one knows anything about him--they're either dead or smart enough not to tell anyone. Due to a traumatic experience as a child, paired with the multitude of scars from his proffesion as an assassin-for-hire (in training), he shuns the sunlight and covers himself with bandages. Those who've seen him without them are left either in shock or dead.

Attitude: Quiet and Docile, says little other than "Yes sir/ma'am", slow to ask for but quick to repay favors. Beyond his stoic exterior is a nice person with several problems impeding him from regular interactions with people.

Old Waiting List - Kept incase some of the information is needed for some reason

Re: Fire Emblem: Seal of Fate (OOC) II

Yay! New thread! New chapters! Onwards to the ends of ti- turns!

EDIT: Posting here in order so that they may be safe.

Spoiler

Show

Originally Posted by Xondoure

DISCLAIMER: Made before base character rule adjustment. As such, stats are "untuned" for actual game.
Well, I officially have characters for each and every class. I think I did a pretty good job too. So if there's a gap in the ranks I'm ready to fill it!CHARACTERS

Re: Fire Emblem: Seal of Fate (OOC) II

Then he walks over and puts a reassuring hand on Katleia's shoulder, his voice much softer. "Is something wrong, Kat?"

Hey, now! That's Gerard's job!

Okay, within this spoiler is Hulgarth's Katleia-formatted bio. I changed/added things.

Spoiler

Show

Age- He doesn't know. He's been sailing all his life, and is rarely on land. If pressed, he would volunteer the answer of mid-thirties.
Height- 6'2"
Relatives- Cordek Vontripp-Father, deceased. Branden Vontripp- Older brother, deceased.
Affiliations- None. Hulgarth was born at sea, and travels from place to place. He (used to, anyway) raids ships indiscriminately, and occasionally works as a travelling merchant. He's never on land long enough to form ties to an area.
Bio- Hulgarth was born to Cordek Vontripp, a pirate captain. After Cordek died, the position as captain went to Branden. Branden was a weak captain, and eventually was killed during a raid. Hulgarth became the captain by birthright, with many of the crew listening to him rather than Branden in the first place. Hulgarth later realized that Pirating didn't agree with him morally. He began taking more of a role carrying supplies from one port to another, and his crew left him because of this. Left alone, Hulgarth sails wherever his ship will take him. Hulgarth has a love for battle, and an even greater love of food. Fairly intimidating, Hulgarth is slow to trust people because of his past. He doesn't like to be called a "Pirate."

Re: Fire Emblem: Seal of Fate (OOC) II

The original post with the rules in the recruitment thread got deleted, so heres the new rules post.

Forum Emblem Rules

Starting out

There will be two teams of players, a blue team and a green team. Players will pick a character class and gain control of their own Fire Emblem character! Once each team has 3 or 4 players, the game will start.

Enemies to both teams are shown in red. Completely neutral NPCs will be orange. Units who are friendly to blue but hostile to green will be purple, and units who are hostile to blue but friendly to green will be yellow.

Character Classes

Spoiler

Show

Each player chooses a character class for their character. Once a character reaches Level 10, they may promote to their upgraded class with the use of a Master Seal (a valuable and rare item). Each class can reach level 20 before they will stop gaining experience. It is recommended that you wait until your character reached level 20 before promoting due to attribute increases. Characters who wait until level 20 to promote will end up more powerful than those who choose to promote sooner. Each class has particular strengths and weaknesses. Knowing your strengths and weaknesses is the key to success!

After choosing your character class, you must also choose you starting attributes and attribute growth rate. Under each individual class entry, I have given minimums and maximums for each individual base attribute and attribute growth rate as well as the total allowed points for each.

Once you have chosen your character class and customized the attributes, please choose a few colors for your character sprite. In particular, I need a couple of colors for your character's clothes, and what color hair your character has (some sprites wear helmets and don't show hair. If you want, I will edit the sprite for you though).

Note that for the sake of game balance, I will not allow certain classes in the early parts of the game. You may still choose to sign up for these classes, but you won't join the game until I feel it is the appropriate time for playable units of that class, even if you have registered before others.

Promoted characters retain all abilities of the pre-promoted character. Upon promotion, characters gain a set stat increase and gain new abilities. Promoted characters keep the same growth rates as the unpromoted character.

Each team is led by a special unit called a Lord. An unpromoted Lord is based on a normal character class, but is subject to special benefits. A Lord may not be based on a mounted class, but may gain a non-flying mount upon promotion. The Lord is not required to use the type of weapon the base class uses, and may choose an alternative weapon if the player wishes. Lord growth rates are increased by 10% for each important attribute to that particular lord, and 5% for the less important attributes (Just choose the normal growth rates and I will add the extra growth myself). Under normal circumstances, a Lord will not die like a regular unit, but if a Lord is defeated, his/her team will lose the current map. A Lord's skill capacity is 5 higher than that of the non-Lord equivalent class. Lords also have access to Lord-only mastery skills, though they may choose the mastery skill of his or her base class instead. The two lords are not permitted to share a Lord-only mastery skill, but if both lords are based off the same class, they may both take that class's mastery skill. The two Lords are chosen by seniority - The first two players to register can be Lords if they choose, if one prefers not to, the third player gets the right to choose to be a Lord.

A Lord also can set restrictions on team funds and items. For example, a Lord can choose to forbid characters from using team money unless he/she gives permission first. A Lord may choose to not allow characters to use Master Seals unless they are level 20. A Lord might forbid the use of stat increasing items unless permission is given, etc.

If for any reason a Lord needs to be replaced (for example, the player who controls the Lord no longer wishes to play), the player on that Lord's team who has been there longest will choose to either kill off their current character and take control of the Lord, promote their current character to Lord status, or pass the decision onto the next person in line. Characters promoted from base classes to Lords will gain skill bonuses to reflect their increased status and place them on par with the opposing Lord.

Because of the high importance of Lord characters, I recommend you only become a Lord if you have a good understanding of the Fire Emblem games.

Def - Defense. Used to reduce the damage received by physical attacks.

Res - Resistance. Used to reduce the damage received by magical attacks.

Gameplay

In most games, one team will take a turn, followed by the other team, and then any NPC characters (controlled by me) will take their turns. The team that goes first will either be determined randomly, or based on the results of a previous game. In some scenarios, I may have the NPCs take their turn first.

Any player on the team currently taking it's turn may make his or her move at any time. If the player chooses an action that requires calculations to be made involving random variables (such as attacking an enemy), I must post before it takes effect. The first player to post's actions are the first that take effect. If another player wants to take an action before I have an opportunity to post the outcome of the first player's action, he or she may add conditions to her move reflecting the possible outcomes of the first player's move.

For example: On the green turn, Green Player 1 chooses to move to a spot and attack Blue Player 1. Green Player 2 sees this before I have the chance to post the outcome of the attack. Green Player 2 could post something along the lines of "If Green Player 1 doesn't kill Blue Player 1, I move to X spot and attack Blue Player 1 as well, but if he does kill Blue Player 1, I move to Y spot and attack the NPC Myrmidon to my north."

If you are willing to do the calculations yourself, you will be able to better gauge how effective moves are and choose the best course of action. Players are also free to talk among each other to discuss strategies and request their allies make certain moves. On maps when you are in competition with the other team, it would probably be best to do such communications through PM or some other method that would prevent the opposing team from seeing it.

Commands

In any turn, the player may perform two actions. The player may move, and then perform a second action such as attack. Mounted units have the added benefit of being able to move again after performing their action.

Move - If you wish to move, you must do so before performing any other action. You are allowed to move any number of spaces from 0 to your character's movement points. Mounted units are allowed to move or finish moving after taking their action. The combined distance traveled cannot exceed the mounted unit's maximum movement.

Attack - Your character is able to attack enemies within their weapon's range. See the section on combat for details.

Staff - Characters who are able to use Staves may heal allied units within the Staff's range.

Shove - Characters may shove an adjacent unit one square away so long as the Shoved unit's weight does not exceed the Shover's weight by more than two. Mounted units are unable to Shove. You must have permission from the other player to Shove a character on your team.

Rescue - Characters may pick up allied or friendly units and carry them. You may only Rescue a unit if it's weight is at least two less than the Rescuer's weight. A Rescued unit cannot be attacked while being carried. While carrying a rescued unit, the carrier's skill and speed scores are halved. You must have permission to rescue an allied player. If a character is killed while carrying another character, the carried character is dropped on the same spot the dead character was on.

Drop - If you are carrying a Rescued unit, you can Drop the unit on any adjacent square. A dropped unit cannot take any actions on the turn it is dropped. A player may demand to be dropped at any time.

Take - One character may take a rescued unit from another character. The same weight restrictions apply as if you were rescuing the unit yourself. (You are able to both take and drop a friendly unit on the same turn).

Item - You may choose to use, equip, or drop your carried items on your turn. A character is limited to carrying a maximum of 4 weapons, and 4 non-weapon items at any given time. If you acquire a fifth item of either type, you must choose to drop one of the five items. Unlike in the actual Fire Emblem games, I will allow other players (not limited to allies!) to pick up dropped items. If/when I provide your team with a form of storage, extra items may be sent there rather than dropped.

Pick Up - One of my personal additions that doesn't exist in the actual games. As said before, players can pick up items dropped by other players so long as they have the inventory space to do so.

Trade - You may trade items with allied players who are standing next to your character. Both players must agree to trade the items. (Free action)

Talk - When new players join the game, they will first appear as NPCs controlled by me. To recruit the player onto your team, you must talk to him or her during the round... usually with your Lord, but occasionally I will mix things up and pick a unit or two on each side capable of recruiting. The new unit might appear as a neutral unit, or possibly a hostile one. It may be recruitable by both sides, or possibly only one or the other. The new unit will always be named. I will either give the new unit an appropriate level and attributes to allow him or her to fit onto the team more easily, or start him or her out at a lower level, but boost the character's growth rates to give them great potential. You must be next to the unit to talk to it. (Free action)

Visit - Some maps will have villages and/or houses on them. You may enter a village to receive something good (an item, information, or if you're lucky, a new ally). If you visit a house, you will receive useful information. Some enemies will destroy unvisited villages or houses.

Shop - Some maps will have shops that will sell a variety of items and weapons. You can buy new items at these shops or sell unneeded ones for money.

Door - Doors can be unlocked by using a key while standing next to it. Thieves and Assassins are able to pick the lock without using keys.

Chest - Locked chests contain useful items. They can be opened in the same manner as locked Doors, either by using a key or having a Thief or Assassin pick the lock.

Break - If you do not have a Thief or Assassin on your team and also have no keys, you may attack the door instead to break it down. Also, some walls may have decayed to the point where you can break through them to open a new path. Doors and walls tend to have high amounts of HP.

Seize - On certain maps, victory will be attained by having your team's Lord move to a specific spot and seize that spot. Only the Lord may seize.

Arrive - On other maps, you simply need to move any character to a certain space to win. Any character can arrive on the target space.

Escape - Some maps will require your team to escape from the map by moving to a certain spot. Although any character may escape by moving to that spot and choosing to do so, the map is only won when the Lord escapes.

Steal - Thieves and Assassins are able to steal items from their enemies under certain conditions. To steal, the Thief/Assassin must have a higher speed than the person they are trying to steal from. Also, the Thief/Assassin's strength must be higher than the weight of the item they are attempting to steal. You cannot steal equipped items.

Wait - If you choose to, you may take no action and end your turn.

Combat Formulas and Calculations

The Weapon Triangle
If you have an advantage over the enemy you are fighting, you will gain +15% accuracy and +1 damage. Your opponent will also have -15% accuracy and -1 damage when you have the advantage... To sum things up quickly...

Effective Weapons
Certain weapons are effective against specific types of enemies. If you attack an enemy while wielding a weapon that is effective against that type of enemy, it's might rating will be doubled. Bear in mind the types of characters who have to worry about effective weapons tend to have high defense. If a weapon is effective against a certain class, it will be mentioned in the item section.

If one unit's attack speed is 4 or more greater than his/her opponent's, the unit will attack twice.

Under normal conditions, the unit who chooses to attack will attack first, then if the enemy is able to, he will counter attack. If either character is fast enough to attack twice, they will make their second attack after the first two blows have been dealt.

*Promoted units get a Promotion Bonus of 20, non-promoted units get no bonus.

**Characters gain 30 additional Experience for defeating a Boss.

Units who do not deal damage to their enemy will receive 1 experience.

Under certain conditions, I might award extra experience to a team or particular character for fulfilling a certain objective or performing exceptionally well.

Weapon Ranks

Each weapon is given a rank that determines how skilled you must be to properly wield it. A character's weapon rank must be as high or higher than the rank of the weapon they want to wield in order to use the weapon. The lowest weapon rank is E. Above E is D, then C, B, A, and the highest rank, S. All characters start with Rank D in their starting weapon and gain E rank in any other weapons they are able to or learn to use.

The items you can have ranks in are Swords, Axes, Lances, Daggers, Bows, Wind Magic, Thunder Magic, Fire Magic, Light Magic, Dark Magic, and Staves. Every time you attack or heal with one of the listed types of weapons, you gain 1 point of experience towards that weapon's rank. Once your experience equals the maximum experience in any given rank, you reach the next weapon rank. You may only have S rank in one weapon type.

Rank E (0/20)

Rank D (0/30)

Rank C (0/40)

Rank B (0/50)

Rank A (0/60)

Rank S (0/70)

Supports

Characters are able to gain support ranks with other members of their team. By performing certain actions, you can gain points towards support levels. Once you have enough support points, you can have a support conversation to increase your support level. A support conversation is merely a short pause in the game where two characters who want to increase their support level talk about... anything really, anything they want to talk about. Support conversations can be carried out between maps or in the middle of battle. If a support conversation is carried out during battle, the two characters must be standing next to each other. There are three levels of support. If you are standing within 3 spaces of someone you have support with, you will gain combat bonuses based on rank and type of support.

By default, you will have a support level of No Support with the characters on your team.

Rank C is the lowest level of support. It takes 25 support points to go from No Support to Rank C.

Rank B is the middle level of support. It takes 35 support points to go from Rank C to Rank B.

Rank A is the highest level of support. It takes 45 support points to go from Rank B to Rank A.

You gain support points in two ways. You will gain one support point for healing an ally, and one point for attacking an enemy while standing next to an ally. You can gain a maximum of 5 support points with each person per battle.

Each character may only have 5 total levels of support. An A Rank support counts as 3 levels, a B Rank support counts as 2 levels, and a C Rank support counts as 1 level.

The bonuses granted from support vary from character to character. Each character will randomly be assigned an affinity. The 8 possible affinities are...

Heaven: +5 Accuracy

Earth: +5 Avoid

Flame: +.5 Attack, +2.5 Accuracy

Dark: +.5 Attack, +2.5 Avoid

Light: +.5 Defense, +2.5 Accuracy

Thunder: +.5 Defense, +2.5 Avoid

Water: +.5 Attack, +.5 Defense

Wind: +2.5 Accuracy, +2.5 Avoid

To get the actual bonuses from support, add the bonuses from each individual character's affinity, then multiply by the level of support. Decimals are omitted.

Death
When an enemy is defeated, the character who defeated him/her receives experience for the victory.

Characters defeated by NPC enemies are dead. Permanently. You can start a new character, but you aren't getting your old one back. Depending on my mood, I may or may not let you make a character of the same class as your original character.

Characters defeated by enemy players do not die, but are removed from the game until the current map is finished. Although this is not nearly as bad as being killed, it still hurts your team and weakens your character by reducing the experience you can gain.

If a Lord is defeated, the entire team under that Lord loses the map. Depending on the map objective, the other team might be able to claim victory immediately, or might still have to perform another objective to win. Up until the very last maps, a Lord will not die permanently, but there will be opportunities for one team to win the entire game by permanently defeating the other team's Lord.

Recruitment
As the game progresses, assuming interest is high enough, new players will be added to each team. The new player will sign up and create his/her character, but will not immediately join the game. To get a new character on your team, you must recruit them. This can be done in different ways.

Usually I will control the new character as a NPC until an appropriate unit on either team Talks to him or her. After talking to the NPC character, I will give control to the player and they will become a permanent addition to whichever team. Usually the Lord must talk to the NPC to recruit him or her, but this is not always the case. I will usually give a hint in the form of pre-battle dialog when a different character must do the recruiting. Before being recruited, the NPC may be hostile, so use caution, and try not to kill what could be a valuable addition to your team.

I also might have new characters join as a result of someone visiting a particular building on the map.

For the sake of team balance, I may or may not allow both teams to recruit a potential ally. I may or may not add more than one recruitable character at a time. For example, if Blue Team has 5 players, and Green Team has 7 because they were able to recruit more characters who were open to recruitment from both sides, I might give Blue a big advantage to recruit the next person by starting the character closer to where Blue starts. Alternatively, I might simply not allow the character to be recruited by Green.

Keep in mind that I'm not going to limit myself in the ways to recruit new allies, but those are the most basic methods I will use.

Recruitable characters will either be leveled appropriately to join the team, or given some other special bonus (higher growths, paragon skill, higher base stats, etc) that makes up for initial weakness.

Reinforcements

NPCs can, and often will be added to the map in the middle of combat. Recruitable units may also appear on the map as Reinforcements. Be aware of it. Reinforcements always start from one of the four edges of the map, and will only move one space onto the map during their first turn.

Terrain

The type of terrain a unit is standing on can offer various benefits to combat. Certain tiles may increase the chance a unit has to avoid damage while standing there. Other spaces can offer health regeneration at the beginning of the next turn.

Fliers can move fully over all terrain (1 movement cost) and gain no benefits other than HP recovery from specific terrain types.

Land, Bridge, Floor, Stairs
Movement Cost - 1
Def/Res - 0
Avoid - 0

Wall - Cannot be crossed.

Wall (Weak) - Cannot be crossed, can be attacked to form a floor.

Door - Cannot be crossed, can be opened or attacked to form a floor.

Chest - Cannot be crossed, but can be opened with a key to receive an item. Opened chests still can't be crossed.

In addition to having to worry about the opposing team, there will be several NPC enemies controlled by me in each map. I will tend to play non-promoted units fairly stupidly, usually attacking if its possible, even if the attack is suicidal or cannot deal damage. Most enemies will either actively pursue the nearest member of either team or stay in one place until someone comes close enough to attack. Some enemies will stand in one spot waiting for you to come to them, they may or may not start moving after being attacked. Bosses tend not to move, but this not set in stone. Do not be surprised if you move into a boss's range thinking it safe and he then attacks you. Promoted units will be played a bit smarter, but in the earlier levels will still work fairly independently. As the game progresses, NPCs may start to use teamwork and strategy instead of being so... very... stupid...

Victory

Each map has particular conditions for victory or defeat. The first team to fulfill the conditions for victory wins the map. Depending on the specifics of the map, the map may end or the other team may still have to achieve their own objective. There are also conditions that cause a team to immediately lose a map. One constant condition for defeat is if your team's Lord is defeated. These conditions are laid out at the beginning of each map.

Re: Fire Emblem: Seal of Fate (OOC) II

Forum Emblem Rules Continued

Items

Spoiler

Show

Each player starts with one weapon and a Vulnerary. Additional items can be acquired by buying them at shops, stealing them, or defeating enemies. Enemies will only drop an item if I type it's name in green. Items cost their listed value and sell for half that amount. Each item has a limited number of uses before it disappears. Items that have been used are worth less than unused items based on how any uses remain. Items without a listed weight count as having a weight of 0.

Each weapon has various attributes that determine how effective it is in combat. Like normal items, weapons may only be used a limited number of times before they break. Each successful attack reduces 1 point from a weapon's durability. Missed attacks do not reduce durability, but attacks that hit but deal no damage do. All weapons also have a value that uses the same rules as items to determine the buying and selling prices. A weapon's range is how close or far from an opponent you must be to attack with that weapon. A range of 1 requires you to be right next to your opponent to attack, a range of 2 means there must be one space between you and your opponent to attack, a range of 1-2 means you can be either next to or up to one space away to attack. The range also applies to counterattacks. The rank of a weapon determines the minimum rank the user must have to use the weapon. All other stats are used in combat formulas to determine chance to hit, damage dealt, double attacks, and chance to critically strike. Some weapons are particularly effective against certain types of opponents. If you use a weapon to attack an opponent that the weapon is effective against, the weapon's might will be doubled against that opponent.

Staves are used for healing and providing other useful bonuses to your team. You cannot attack with a staff. Each staff grants a set amount of Exp when used. Staves that provide a helpful effect can never miss, but harmful staves may miss their target. A staff with a range of 1-(Mag/2) has a minimum range of 1-3 and a maximum range of 1-10.

Characters may equip skills to grand new abilities. Once a skill is learned, the scroll is destroyed. You may remove skills, but you will not receive a new skill scroll for doing so. Some skills are always active, others must be activated with a command, some have a chance of activating whenever you attack. Each character has a capacity limit. The combined capacity of all skills used by a character may not exceed his or her maximum capacity.

Provoke
Effect: Makes enemies more likely to attack you. (There is a 50% chance that a unit in range will have to attack you regardless of other targets).
Activation: Always
Capacity: 5
Scroll Cost: 2000

Shade
Effect: Makes enemies less likely to attack you. (There is a 50% chance that a unit in range will be unable to attack you). No effect if you are the only target in range.
Activation: Always
Capacity: 5
Scroll Cost: 2000

Renewal
Effect: User recovers 10% of his or her maximum HP at the beginning of each turn.
Activation: Always
Capacity: 15
Scroll Cost: 1000

Mastery skills are special skills taught by Occult Scrolls. Only characters promoted to the highest tier are able to learn mastery skills. Each class has it's own unique mastery skill.

When a Lord learns a mastery skill, he may choose between any of the Lord specific skills, or may choose the mastery skill of the class his/her Lord is based off of. When the second Lord learns his/her mastery skill, he/she is not permitted to choose the same mastery skill as the opposing Lord (unless both wish to choose the mastery skill of their base class).

Role-Playing Aspects
How much of this we actually use is entirely determined by how much the players WANT to do this. At the bare minimum, I want characters to be given an appropriate name, by which I mean a name that someone could reasonably have in a fantasy based world. If your forum username fits, you can give the character the same name you use on the forums, if not, you have to come up with a different one.

I would also like players to give some details about their character's personality. Please give details without being too specific. I would like to give each character a simple backstory, and at the very end of the game, give details about what happens to the character. Avoid details that are too limiting, I need to be able to adapt you character to the plot and world the game is set in. "X is 23 years old" or "X has a strong sense of justice" or "X tries to avoid killing unless necessary" is fine. If you want to mention a character has siblings, thats fine, but don't give any names. Of course, the final say is yours, but I prefer not to reveal too much of the plot at once so I need to be able to craft some of the specifics myself. If you don't want to give any details, I'll just make them up myself.

Also, as is a tradition in Fire Emblem games, all bosses, and some other important characters have a conversation before beginning combat. If you're willing, we can take turns with me as the boss saying a line and then you saying a line until we're ready to begin the actual combat, otherwise I'll just come up with the entire banter by myself based on the personality of the character.

So pretty much, this game can either be played like a board game or a full roleplaying game depending on what the players want it to be.

Everything Else
Most of the information comes directly from Fire Emblem games. The combat formulas and weapon stats are almost all directly taken from one game or another. Some were decided by averaging stats from various games. Very few were made up. Character starting stats and growth rates were also taken from a sampling of characters of the given class.

Items are not limited to the ones listed in the sections above. Special items were intentionally left off the list. S rank weapons, for example won't be listed until the item becomes available. Enemies, bosses in particular, may be given special weapons or skills which I may or may not directly give information about.

If you have any questions or suggestions, feel free to let me know. I'd be glad to answer questions, and I'm perfectly willing to make changes if a good number of people think its a good idea.

Re: Fire Emblem: Seal of Fate (OOC) II

This, sir, is something I would dearly love to see.

Back on topic, I may in fact at some stage (maybe tonight/tomorrow) ngage in writing up a plot summary. Don't go expecting a fancy eloquent work of literature, probably just "A kills B, C kills A, D kisses E, C swears blood oath against D" and so forth. If I actually do it :/.

Re: Fire Emblem: Seal of Fate (OOC) II

Originally Posted by Atrec Randier

Hrm, maybe we should stop reducing romance to a dull ranking scheme befoer we all become thoroughly depressed...

Let's put it this way: Neither of them have done anything to make Katleia attracted to them yet. Gerard hasn't done...much of anything besides talk with her randomly, and Roan hasn't done anything with her besides...talk with her randomly.

Re: Fire Emblem: Seal of Fate (OOC) II

Originally Posted by tgva8889

Let's put it this way: Neither of them have done anything to make Katleia attracted to them yet. Gerard hasn't done...much of anything besides talk with her randomly, and Roan hasn't done anything with her besides...talk with her randomly.

It sounds so boring when you put it that way... (and then, there isn't much either one can do before reaching the next support capability.)